I can't take credit for this Monstrous Monday post. This humorous foe was created by BigBad Tabletop.
Showing posts with label monstrous monday. Show all posts
Showing posts with label monstrous monday. Show all posts
Monday, February 28, 2022
Monstrous Monday - Karen
Labels:
5E,
5e Supers,
Dungeons and Dragons,
humor,
monstrous monday
Monday, May 20, 2019
Monstrous Monday - Guyholder, Lord of Flavortown and Destroyer of the Munchies
Armor Class: 4 [15]
Hit Dice: 8
Attack: Bite (1d6) or Eye Ray
Special: See Below
Move: 12 (Hover)
HDE: 8/800
The Guyholder can never be surprised. Instead of making an attack he can choose to use an eye ray.
Central Eye - For the betterment of Flavortown - Target must search mead halls, taverns, and dives for a new flavor to bring back to the Guyholder to try. Treat as the Quest spell.
Stalk 1 - Welcome to Flavortown - Charm Person spell
Stalk 2 - Dinner is served - Create Food and Water spell
Stalk 3 - Mmmm, flavor that will blow your mind - Confusion spell
Stalk 4 - Turning up the heat - Fireball spell
Stalk 5 - The Itis - Sleep spell
Now one knows the true origins of the jovial beholder mutant known as the Guyholder. Unlike most members of his species, he's outgoing and loves interacting with others. He has been known to set up resturants in dungeon complexes. He always refers to these as Flavortown. While in the dungeon he will recruit monsters and adventurers to work in the establishment. When he feels it's complete and fully staffed he will continue his journey to find the true essence of flavor.
Monday, February 25, 2019
Monstrous Monday - The Social Justice Witch (Vigilante City Edition)
The proper title should probably be The Social Justice Mystic.
Okay so today's stats aren't really about a monster, but they are companion stats to Tim Brannan's Monstrous Monday post for today. He explains the background behind this and she has been accused of being a witch on several occasions. Also, this isn't the first time Devil's Due Comics has created political fantasy comics. Does anyone remember Barack the Barbarian?
Name: Alexandria Ocasio-Cortez
Alignment: Law Class: Mystic Level: 4
Str: 12 (+0)
Int: 18 (+3)
Wis: 16 (+2)
Dex: 15 (+1)
Con: 15 (+1)
Cha: 18 (+3)
Sur: 10
Courage: 15
Critical: 12
Death: 15
Magic: 16
Mental: 15
Poison: 10
Languages: English, Spanish, Latin, Hebrew
AC: 12 (Dex, Dancing)
HP: 21
Move: 12
Madness:
Toughness: -
Attack
Okay so today's stats aren't really about a monster, but they are companion stats to Tim Brannan's Monstrous Monday post for today. He explains the background behind this and she has been accused of being a witch on several occasions. Also, this isn't the first time Devil's Due Comics has created political fantasy comics. Does anyone remember Barack the Barbarian?
Name: Alexandria Ocasio-Cortez
Alignment: Law Class: Mystic Level: 4
Str: 12 (+0)
Int: 18 (+3)
Wis: 16 (+2)
Dex: 15 (+1)
Con: 15 (+1)
Cha: 18 (+3)
Sur: 10
Courage: 15
Critical: 12
Death: 15
Magic: 16
Mental: 15
Poison: 10
Languages: English, Spanish, Latin, Hebrew
AC: 12 (Dex, Dancing)
HP: 21
Move: 12
Madness:
Toughness: -
Attack
+0 Initiative
Unarmed
Unarmed
-4 to hit, 1d4/2 damage
Skills
Art & Music 1 (+4)
Dancing 2 (+3)
Investigation 1 (+4)
Knowledge 4 - Magic (+9)
Knowledge 4 - Law (+7)
Persuasion 4 (+7)
Street Smart 3 (+4)
Mystic Powers/FeaturesDancing 2 (+3)
Investigation 1 (+4)
Knowledge 4 - Magic (+9)
Knowledge 4 - Law (+7)
Persuasion 4 (+7)
Street Smart 3 (+4)
Step Into the Void to add level to spell's damage or add level X10' to range of spell.
May add INT modifier (+3) to any save roll or attribute check a target attempts against her spells
+2 on ranged Magic attacks
-2 on non Magic attacks
Spells
The number in parenthesis is the number of spells of that level that can be cast before Alexandria must Step into The Void.
Level 1 (10) - Bravery Aura, Comprehend Languages, Protective Aura, Purify
Level 2 (5) - Detect Secret Spaces & Traps, Heal II, Tap Into the Tomes, True Sight
Items: Cell phone, Congressional office, snazzy professional wear
May add INT modifier (+3) to any save roll or attribute check a target attempts against her spells
+2 on ranged Magic attacks
-2 on non Magic attacks
Spells
The number in parenthesis is the number of spells of that level that can be cast before Alexandria must Step into The Void.
Level 1 (10) - Bravery Aura, Comprehend Languages, Protective Aura, Purify
Level 2 (5) - Detect Secret Spaces & Traps, Heal II, Tap Into the Tomes, True Sight
Items: Cell phone, Congressional office, snazzy professional wear
Monday, November 12, 2018
Monstrous Mondays - Snow Golem (DP&D)
For Monster Monday, Tim over at The Other Side Blog posted Swords & Wizardry stats for Snow Golems. He told me to feel free to do a DP&D version. I decided to do so, but I did a very different take, inspired by the B horror flick, Jack Frost.
Whether created through magic or science gone wrong, snow golems are a frosty constructs inhabited by the souls of malicious individuals.Snow Golem
Armor Class: 12 Attack Damage: Icicle 1d6
Hit Dice: 4 Special: Cold Aura, Damage Immunity
Move: 12/24 (over ice) Bonus: +2 to hit
Attack: 1 per round HDE: 4
Snow golems are so cold that any creature within 5' of them takes 1 point of damage on their turn, In addition they are immune to all non-heat based damage. You can cut or smash them, but they simply reform. Melting them is the only way to truly dispatch them.
Monday, September 11, 2017
Monstrous Monday - Hunger Virus (Marvel Crawl Classics)
Hello apocalyptic true believers,
At some point everyone experiences hunger in the wastelands, just pray you never experience the Hunger Virus.
Hunger Virus
The Hunger Contagion is a zombie virus that passes via the bite of the infected. Those affected by the virus become zombies with an uncontrollable drive to eat flesh. They retain their intelligence, abilities, and personality. The hunger affects the zombies self control. The hungrier they are, the less rational they act. When the zombies hunger is satiated, their personalities reemerge and more humane and moral individuals often feel guilt for their action.
The disease is 100% infections. Once bitten a person becomes a zombie in minutes. Accelerated healing, such as regeneration, can slow the process, causing it to take hours.
The zombie's hunger is entirely mental. They gain no nourishment from feasting on flesh. If forced to go cold turkey and isolated for a few weeks, the craving disappear and the zombie is fully in control of itself.
Game Effects
Once bitten an infected individual has 2d10 rounds before they become a zombie with an uncontrollable hunger. Once this happens they become undead. They retain all of their abilities, though clerics may find their gods no longer hear their prayers. Reduce their AC by 2, Reflex save by 2 and their movement by 5. and If reduced to zero HP they are just considered to be dismembered. If their heads/brains aren't totally destroyed they are still conscious and can bite and infect others. If deprived of flesh for two weeks and placed in an isolation suit, the zombie regains their wits. However if the suit is breached and they are exposed to flesh they must make a DC 15 will save every round or try relapse into their flesh eating ways.
Example
Zombie Howard the Duck: Init +3, Atk Quak-Fu +4 melee (1d6) or sword +4 (1d8) or bite (1d3 + infection); AC 12; HD 5d6; HP 24; MV 15'; Act 1d20; SP hunger, virus, infravision 60' SP Fort +3, Ref +1, Will +2; AL C
At some point everyone experiences hunger in the wastelands, just pray you never experience the Hunger Virus.
Hunger Virus
The Hunger Contagion is a zombie virus that passes via the bite of the infected. Those affected by the virus become zombies with an uncontrollable drive to eat flesh. They retain their intelligence, abilities, and personality. The hunger affects the zombies self control. The hungrier they are, the less rational they act. When the zombies hunger is satiated, their personalities reemerge and more humane and moral individuals often feel guilt for their action.The disease is 100% infections. Once bitten a person becomes a zombie in minutes. Accelerated healing, such as regeneration, can slow the process, causing it to take hours.
The zombie's hunger is entirely mental. They gain no nourishment from feasting on flesh. If forced to go cold turkey and isolated for a few weeks, the craving disappear and the zombie is fully in control of itself.
Game Effects
Once bitten an infected individual has 2d10 rounds before they become a zombie with an uncontrollable hunger. Once this happens they become undead. They retain all of their abilities, though clerics may find their gods no longer hear their prayers. Reduce their AC by 2, Reflex save by 2 and their movement by 5. and If reduced to zero HP they are just considered to be dismembered. If their heads/brains aren't totally destroyed they are still conscious and can bite and infect others. If deprived of flesh for two weeks and placed in an isolation suit, the zombie regains their wits. However if the suit is breached and they are exposed to flesh they must make a DC 15 will save every round or try relapse into their flesh eating ways.
Example
Zombie Howard the Duck: Init +3, Atk Quak-Fu +4 melee (1d6) or sword +4 (1d8) or bite (1d3 + infection); AC 12; HD 5d6; HP 24; MV 15'; Act 1d20; SP hunger, virus, infravision 60' SP Fort +3, Ref +1, Will +2; AL C
Monday, June 5, 2017
Monstrous Monday - Thrull Wizard
Thrull Wizard
Armor: 12, HD: 2 (6 HP), Movement 12, 1 claw (1d4 damage) or spell. Morale 10
Unlike other thrulls which were created to be sacrificed, thrull wizards were bred to help with dark rituals and sacrifices. While all pay lip service to their creators, these thrulls often secretly plot to overthrow their oppressors. Most view all non-thrulls as resources to make new brothers.
Thrull wizards can cast 1d4 spells a day. They randomly know 1d2 of the following spells. Roll on this chart to know which spells they can cast. If you roll the same number twice, they don't get a new spell but are able to cast the spells they know an additional time per day. Through arcane research they can learn magic as magic-user.
- Command
- Cause Fear
- Cure Light Wounds
- Cause Light Wounds
- Turn Undead
- Charm Person
- Identify
- Magic Missile
- Summon
- Invisibility
- Stinking Cloud
- Forget
- Force of Forbidment
- ESP
- Enthrall
- Heat Metal
- Cause Disease
- Hold Person
- Speak with Dead
- Bestow Curse
Monday, May 29, 2017
Monstrous Monday - Armor Thrull
Armor Thrull
Armor: 15, HD: 3 (12 HP), Movement 12, 1 spine rake (1d6 damage) Morale 8
While they are considered living creatures for the purposes of living sacrifices, armor thrulls were bred to be killed for their hard flesh. Breeders and their servants kill and hollow out armor thrulls, using their carapace for armor.
Thrull Armor
Base AC: 15 Price: Can't Be Purchased
This armor is extremely light weight and doesn't impede spellcasting, which means magic-users and elves can use it without hindering their arcane talent.
While they are considered living creatures for the purposes of living sacrifices, armor thrulls were bred to be killed for their hard flesh. Breeders and their servants kill and hollow out armor thrulls, using their carapace for armor.
Thrull Armor
Base AC: 15 Price: Can't Be Purchased
This armor is extremely light weight and doesn't impede spellcasting, which means magic-users and elves can use it without hindering their arcane talent.
Monday, May 22, 2017
Monstrous Monday - Basal Thrull
Basal Thrull
Armor: 12, HD: 2 (8 HP), Movement 12, 1 claw (1d4 damage) Morale 8
Stronger than blood pets, basal thrulls were the first successful thrulls. Created by mixing alchemy and necromancy, these hideous wretches were created for ritual sacrifice. They can be used in any ritual that requires sentient sacrificial victims. In addition, magic-users can perform a short ritual sacrifice using a basal thrull in order to regain one use of a previously 1st or 2nd level spell. Once the ritual is complete the magic user has a 5 in 6 chance to regain a 1st level spell and a 3 in 6 chance to regain a 2nd level. This ritual takes 1 round to complete.
Monday, May 15, 2017
Monstrous Monday - Thrulls and Blood Pets
I originally started playing Magic the Gathering around the time of Mirage. I was living in Muskogee, OK and picked up a deck at KB Toys at the local mall. I can remember essentially buying a booster box of Fallen Empires at the time too, because they had the booster packs on clearance. No one talks about that set anymore and most people weren't a fans of it when it came out (it was the only set that I know of that had multiple art pieces for cards in the same set). I really liked it though. One of my favourite creature types introduced there was the thrull. These were mismatched, stitched-together creatures powered by dark magic. They were weird, gross, and I loved them. I've decided I want to stat out the thrulls for the OSR and since they're weird and twisted, I think Lamentations of the Flame Princess would be a good system for them.
I'm going to start with my favourite thrull, the blood pet.
Thrulls (Overview)
Thrulls are creatures animated from dead flesh. However, the process of creating a thrull is different from necromancy. Due to these variations in animation, they are living creatures and not undead or constructs. While originally created for ritual sacrifice purposes, they have been bred for many purposes, including growing armor to be harvested, assisting ritual magic, combatants, and assassins. While thrulls may have common purposes, each is a unique monstrosity.
Blood Pet
Armor: 12, HD: 1-1 (2 HP), Movement 8, 1 scratch (1 damage) Morale 7
The blood pet is one of the most basic forms of thrull. It's primary purpose is ritual sacrifice. They can be used in any ritual that requires sentient sacrificial victims. In addition, magic-users can perform a short ritual sacrifice using their blood pet in order to regain one use of a previously 1st or 2nd level spell. Once the ritual is complete the magic user has a 3 in 6 chance to regain a 1st level spell and a 1 in 6 chance to regain a 2nd level. This ritual takes 1 round to complete.
Monday, March 20, 2017
Monstrous Monday - Glass Men (LotFP)
This story originally appeared in Adventures into the Unknown #54
Glass Men
Armor: 12, HD: 2 (8 HP), Movement 12, 1 punch (1d6 damage) Morale 12
Any creature attacking a glass man must make a successful save vs. Poison or slowly loose their intelligence as become a glass creature.
Monday, March 13, 2017
Monstrous Monday - Malevo the Living Ghost (LotFP)
Malevo the Living Ghost, First Lieutenant of Satan appeared in Adventures into the Unknown #1.
Malevo the Living Ghost Armor: 16, HD: 10 (66 HP), Movement 120'/120' (Fly), 1 slam (2d6 damage Morale 12
Because of God's curse, Malevo can never truly be killed, only temporarily driven away. Normally he can only be harmed by magic (and magic weapons), though certain relics render him temporarily vulnerable to mortal hands. In addition, one per day he can cast Animate Dead Monster as a 10th level Magic-User.
Monday, March 6, 2017
Monstrous Mondays - The Octeel (LotFP)
This story originally appeared in Amazing Ghost Stories #16.
The Octeel
Armor: 13, HD: 8 (52 HP), Movement 150'/150' (swim), 1 bite (1d6 damage +1d12 electric) 1 wrestle (+3 bonus + 1d12 electric damage), Morale 12
Monday, February 27, 2017
Monstrous Monday - The Phantom Puppet (LotFP)
This story originally appeared in The Beyond #1.
The Phantom Puppet
Armor: 15, HP: 24, Movement 80', 1 dagger (1d4), Morale 8
Skills: Climb 4, Sleight of Hand 3, Sneak Attack 3, Stealth 4
Phantom puppets are deathly afraid of fire. When immobile they are identical to mundane puppets.
Monday, February 20, 2017
Monstrous Monday - The Wig (LotFP)
There will be Hell toupee for this post. The story originally appeared in Out of the Shadows #11.
The WigArmor: 13, HD: 1 (7 HP), Movement 120', 1 wrestle (+3 bonus) Morale 12
Skills: Climb 6, Stealth 6
The Wig is a silent killer out for revenge. It's dispatches it's victims by attempting to strangle them in their sleep. The target of its' vengeance is plagued by nightmares and often feels the effects of Sleep Deprivation (Rules & Magic pg 36).
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